The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by goroiamanuci, 2023-08-21 11:45:35

Wastrilith

Wastrilith

Wastriliths Wastrilith Lore Arcana DC 15: Waters corrupted by the touch of a wastrilith, the favored servants of the obyrith lord Dagon, spontaneously form whorling rifts to the deepest seas of the Abyss, spewing forth a parade of horrors unknown to the sunlit realms until the foul creature is driven off or slain. History DC 20: Wastriliths are thought to represent an evolutionary bridge, linking the primordial obyriths with the modern tanar'ric masters of the Abyss. While in mortal realms "krasis" is a term for wine adulterated with water, among demonkind it is a perjoritive term directed at wastriliths by both tanar'ri and obyriths, though one might presume the two take issue with different elements. Nature DC 10: A wastrilith's mere presence upon the Prime Material is an instant ecological disaster felt for miles around, its corruption creeping up estuaries, into groundwater, and up the local food chain. Areas in which one is allowed to persist grow cruel and dangerous, the local wildlife imbued with abyssal savagery and whole communities descending into mass skullduggery and general lawlessness, driven by a mad and nervous energy that sporadically erupts into acts of violence and depravity. Religon DC 10: Though many demons are adept at conjuring others of their kind, wastriliths seem more inclined towards summoning creatures of elemental water, which they use to conduct the marine assaults of the Blood War. They seem to embark on these raids without direction or coordination, simply for the joy of drowning devils in the mind-numbing waters of the Styx, the effects of which they seem entirely immune to. Religion DC 15: It is said within the crushing depths of the bottomless trenches of Shadowsea, miles beneath the roiling waves of the Gaping Maw, ancient and enormous wastriliths still lair, preserved in their primordial obyrith state by the freezing stasis of the sunless depths. Dromomania. Communities whose water sources are corrupted by a wastrilith often exhibit a sort of mass histeria characterized by a sort of reckless wanderlust and kleptomania, often leading to sudden and widespread outbreaks of piratical behavior. While this usually abates as the affected people are driven outside the area of the wastrilith's influence, those who remain for an extended period gradual mutate into Sea Spawn. Wastrilith Krasis Tactics Wastrilith kraseis begin combat with their Oceanic Assault. While they maintain concentration, they use their swim speed to avoid melee, summoning another water weird each turn. Once they lose concentration, they immediately drag a backline combatant close to them, grapple it with their bite, then use their boiling breath to deal extra damage to it as it is pushed out of their grapple. They use their Rime Sphere to divide enemy groups, typically leaving only one or two of its foes outside the sphere's area. If they have not yet used their Oceanic Assault, they may attempt to surround only themselves with the Rime Sphere, buying time to summon several water weirds. Wastrilith Chthonian Tactics Wastrilith chthonians generally don't deign to do more than take a passing snap at any creature smaller than Huge, but if provoked or directed to by Dagon swiftly attack with their Polluted breath, following up with their Sinuous Slice and Pressure pulse to push foes deeper into the cone and make it more difficult for them to swim out. They behave mostly animalistically, and generally just try to swallow as many creatures as quickly as possible with their Gulp Down, starting with the largest ones.


Wastrilith Krasis Large fiend (demon), chaotic evil Armor Class 18 (Natural Armor) Hit Points 220 (21d10 + 105) Speed 30 ft., swim 80 ft. STR DEX CON INT WIS CHA 19 (+4) 18 (+4) 21 (+5) 19 (+4) 12 (+1) 14 (+2) Saving Throws STR +9, CON +10 Skills Arcana +9, Deception +7, Stealth +9 Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Immunities Poison Condition Immunities Poisoned Senses Darkvision 120 ft., Passive Perception 11 Languages Abyssal, Telepathy 120 ft. Challenge 13 (10,000 XP) Corrupt Water. At the start of each of the wastrilith's turns, exposed water within 30 feet of it is corrupted. Underwater, this effect lightly obscures the area until a current clears it away. A creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC 18 Constitution saving throw or be unable to distinguish friend from foe until the beginning of its next turn. On a success, a creature becomes immune to the effect for 24 hours. Villiform Teeth. The wastrilith does not automatically release creatures grappled by its Bonescraper Bite when Incapacitated. A creature grappled in this way that attempts to escape takes 6 (1d12) piercing damage, and a creature freed from this grapple by forced movement takes 13 (2d12) piercing damage. Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects. Actions Multiattack. The wastrilith uses Grasping Spout and makes three attacks, one of which may be with its Bonescraper Bite. Bonescraper Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage, and the target is grappled (escape DC 17). Carcass Hooks. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) slashing damage. Grasping Spout (2nd Level Spell). The wastrilith launches a spout of water at one creature it can see within 60 feet, which must succeed on a DC 17 Strength saving throw or take 22 (4d8 + 4) acid damage and be pulled up to 30 feet toward the wastrilith. Boiling Breath (6th Level Spell, Recharge 5-6). The wastrilith exhales a torrent of boiling water in a 30-foot cone. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 42 (12d6) fire damage, or half as much damage on a successful one. Each Medium or smaller creature in the area is pushed up to 15 feet away. Oceanic Assault (1/Day, 7th Level Spell, Concentration). The wastrilith transforms an unoccupied 5 foot radius space filled with water that it can see within 30 feet into a Water Weird that lasts for a minute and acts on the wastrilith's initiative and under its control. On each of its turns for the next minute, the wastrilith may repeat this action, summoning an additional Water Weird. While the wastrilith has three or more summoned water weirds active at a time, it has disadvantage on saves to maintain concentration. Reactions Rime Sphere (5th Level Spell). As a reaction to being reduced below 111 hit points, the wastrilith raises a 30 foot radius spherical barrier of ice centered on a point it can see within 60 feet, pushing each creature in the barrier's space to a side of the creature's choice. The barrier can be damaged and destroyed (AC 10, 100 hit points, vulnerability to fire damage), and whenever a creature deals 25 or more damage to the barrier in a turn it may open a breach large enough for a Medium creature to squeeze through at a point in the attack's reach or range.


Wastrilith Chthonian Gargantuan fiend (demon), chaotic evil Armor Class 20 (Natural Armor) Hit Points 462 (28d20 + 168) Speed 40 ft., swim 100 ft. STR DEX CON INT WIS CHA 25 (+7) 19 (+4) 23 (+6) 8 (-1) 22 (+6) 14 (+2) Saving Throws STR +14, DEX +11, CON +13 Damage Resistances Cold, Fire, Lightning Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Condition Immunities Charmed, Frightened, Poisoned Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 16 Languages Abyssal, Deep Speech, Telepathy 120 ft. Challenge 22 (41,000 XP) Form of Madness. A non-obyrith creature that starts its turn within 120 feet of the wastrilith and can see it must succeed on a DC 21 Wisdom saving throw or lose the ability to feel compassion or empathy. An affected creature cannot target a friendly creature with a spell or magical effect, and any friendly creature that attempts to cast healing magic within 10 feet of the affected creature must succeed on a Dexterity check contested by the affected creature or have the affected creature become the magic's new target. An affected creature can repeat this saving throw as an Action, ending the effect and becoming immune to it for 24 hours on a success. Villiform Teeth. The wastrilith does not automatically release creatures grappled by its Bonescraper Bite when Incapacitated. A creature grappled in this way that attempts to escape takes 13 (2d12) piercing damage, and a creature freed from this grapple by forced movement takes 26 (4d12) piercing damage. Magic Resistance. The wastrilith has advantage on saving throws against spells and other magical effects. Implacable. If the wastrilith fails a saving throw, it can choose to succeed instead. If it does, it loses 25 hit points. Actions Multiattack. The wastrilith makes three attacks, one of whch may be with its Bonescraper Bite. It may replace any number of attacks with uses of its Gulp Down. Bonescraper Bite. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 46 (6d12 + 7) piercing damage, and the target is grappled (escape DC 22). Carcass Hooks. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 25 (4d8 + 7) slashing damage. Gulp Down. One creature grapppled by the wastrilith takes 13 (2d12) piercing damage and must succeed on a DC 22 Strength saving throw or be restrained for as long as it remains grappled. If the creature was already restrained, it instead takes 26 (4d12) piercing damage and becomes Swallowed for as long as it remains grappled on a failed save. Polluted Breath (Recharge 5-6). The wastrilith breathes forth a torrent of black bile in a 60 foot cone, heavily obscuring the area until the beginning of its next turn. Each creature swallowed by the wastrilith and each creature in the area when it appears must succeed on a DC 21 Constitution saving throw or take 27 (6d8) acid plus 21 (6d6) poison damage, or half as much on a success. Each creature that ends its turn in the area must succeed on a DC 21 Constitution saving throw or be Poisoned until the end of its next turn. While Poisoned in this way, a creature is Stunned. Legendary Actions Gulp Down. The wastrilith uses its Gulp Down. Pressure Pulse. Each creature within 15 feet of the wastrilith must succeed on a DC 21 Strength saving throw or be pushed up to 15 feet away. Sinuous Slice (Costs 2 Actions). The wastrilith moves up to half its swim speed and makes two attacks with its Carcass Hooks.


Art Credits Wastrilith by Tom Baxa Drowned Catacomb by Jung Park Trench Gorger by Hideaki Takamura Bisk, Goblin King by Rae Elderidge I've Got a Subreddit! Want more monsters like this? Come check out r/bettermonsters, where I post all my work. Don't see something there? Drop a request and I'll usually get it to you within a day if I've got something on hand, and I'll shoot you a message when it's ready if not. You Found the Free Books! The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1300 already there, indexed in a big PDF along with formats for Foundry and 5eTools.


Click to View FlipBook Version